It is my belief that a game has to be believable and fun. We watch movies where things happen that aren't believable but are still fun and we accept them because the "realistic" way of doing things would be no fun for the story.
I believe that 'believable' is a very high objective for the most part you never hit. I think you can hit a point where everyone willingly suspends enough disbelief to become immersed in the story, and that's enough.
However, in general, I think Hussar and I agree that realism is the "default" way of resolving issues and that the rules attempt to model "realism" but with some abstraction in order to make it easier to handle.
I disagree. In general, realism is the default assumption - walls are solid, for example. But, this assumption must be backed up mechanically. If your rules say that rock walls are actually tissue paper, then its time to laugh, go out of character and discuss the issue with your PC's, and then repair the damage to the desired reality by getting new rules. Hense, while I expect players to assume stone walls are solid barring any other knowledge to the contrary, the rules will back this up upon inspection. The default way of resolving issues is the rules. The rules model the setting - not 'reality'. The goal is versimlitude, not 'realism'.
However, in situations were you don't need the abstraction you can just substitute realism or what you want to happen in its place. Someone falls off a building and none of the PCs are involved...either the fall kills them or it doesn't. It's really up to the DM what happens. He doesn't need to use the rules for this.
While the DM could use whatever he wants, in fact, by resolving the situation outside the rules he is now playing the game that Balesir warned against. To understand the situation you must read the DM, because you've just arbitrarily reduced the bandwidth of communication between the GM and the players. If someone fell off the building, the PC's have a reasonable expectation that the events can be determined in light of the rules. If someone was murdered using magic, the PC's have a reasonable expectation that the NPC followed the same rules that apply to them. DM impartiality is meaningless if it only applies to the PCs.
Agreed. The easiest method is to use the rules as how the world works. However, the rules don't ever cover everything.
In theory they can. In practice, they don't in a way that gets down to the heart of the matter I mentioned in the prior post.
That generally means relying on the one thing everyone has in common, reality or an agreed upon version of reality. Reality works because because there are probably billions of things the rules don't cover that we've encountered in our day to day lives that we all sort of understand.
No no no no. This is exactly the false expectation Balesir rightly warns against. Reality is not something we all have in common. Reality may be the same but no one of us actually owns reality and knows it, so perforce everyone's perception of reality is different.
1. The time that our DM felt that jumping 10 feet while wearing full plate(back in 2e with no real rules on jumping distances) was completely impossible while a player was pointing to the fact that he had 18/00 strength and the world record for long jump was something like 30 feet. So, if he had the highest strength out of any human ever, certainly he could do the same.
Won't happen if you have explicit rules for covering jump.
2. The time our DM felt houses hit by a fireball spell should burn down in less than 2 minutes and it would take less than 1 before everyone started taking fire damage. It took about 5 minutes before all the buildings nearby that building were also on fire. Most of the group felt fire shouldn't spread quite that quickly.
Won't happen if fireball explicitly doesn't set objects on fire, thus simplifying the resolution of complex events like burning something down. Simply put, fire doesn't spread unless the rules provide for it. If you want fire to spread in a mechanical way, there has to be a rule. I have no intention of arguing over how fast fire should spread in the setting. If I needed to model it, I'd write rules and then derive average rates of spread of fire in the setting from basic rule principles.
There's no good way to communicate these sorts of things in advance...
Rules. I told Balesir my approach went far beyond what he was suggesting; he evidently didn't believe me. If a player objects to the reality created by the rules, or I find I object to the reality created by a rule, I try to revise it before the next session.
DMs don't manipulate information on purpose most of the time. But they do so unconsciously or unknowingly. Take the example above. If the DM considers it common sense that you can't jump 10 feet in full plate and that obviously everyone should know that, he's unlikely to explain that the chasm in front of your is impassable or that you need to look for another way around. He'll just assume you already know that and let you decide.
I should hope at least for this sort of example I've fully addressed your challenge.
To take another example. We had a DM who gave us a mission that in our estimation was impossible to complete: We needed to get a caravan full of wagons and animals to a nearby town in a couple of hours with a bridge over a 50 foot chasm destroyed while we were first level. He expected us to complete the task because the rest of his game was dependent on it. He expected us just to build a bridge and get it done in an hour. To him that made perfect sense. To us, it was completely insane. Our characters didn't know how to build a bridge, we didn't have tools with us and even if we did, getting it done in an hour seemed unmanageable.
There were no rules in the game for how long it takes to build a bridge or what tools you need or what knowledge you require so there were no rules to fall back on.
This entire scenario depends on the fact that there are no rules for building bridges. Further more, the scenario plays out badly because no one bothered to stop the DM and say, "How long does my character think it would it take to build a bridge?" or even, "What are the rules for building bridges?" , nor did the DM, upon seeing the player's confusion stop play and say, "In your estimation, you could fix the bridge in an hour." This is therefore only a failure of communication, and one that would be fully expected by me because there were no rules. IF there are no rules for crafting things, you can't expect players to believe that they can do it. If there are no rules you know as a player for crafting things and you think you may need to craft something, to immediately ask what the rules for crafting are would be a very good idea.
It wasn't his goal to confuse us with a "gotcha" or to be adversarial. He wanted to provide us with a challenge we needed to solve but based it around information that was different in his head than was in our own.
It doesn't matter what his goal was, he was in fact adversarial and played gotcha. It was his responsbility to convey to you the players something that your players would know, namely that in his world it takes 1 hour to build a bridge over a canyon even if you don't have tools.
The problem comes down to when the rules don't cover something, which I assume even yours don't.
True, but not in the sense that you mean it presently. Take the following situation:
Tell one DM that you'd like to shoot an arrow into the ceiling in order to cause a cave in and he'll say "Awesome, roll damage and if you can do 15 damage, that'll crack the rock enough to cause a bunch of big rocks to fall on your enemy killing them instantly."
Why does the player have this perception that shooting the rock might cause a cave in and yet this result - this stake on the success if you will - is in doubt? He has this perception because either there are no rules on destroying ceilings or he doesn't know them. Immediately, the DM should be aware that he's about to play 'gotcha' with the player. The player's perception of the world is false, and the DM has a burden to inform the player of the false perception.
So, generally I'll do something like, "Make a Knowledge (Geology and Mining) check to assay the strength of the ceiling."
On the basis of that result, success or failure, you inform the player of the particulars regarding the crack, "You don't think it is very deep. It looks quite sturdy and probably would survive any mortal blow without much damage." OR "You think the ceiling is actually unstable and a well aimed blow could very well bring down the ceiling over a wide area. If you continue examining the ceiling for another round, you might be able to determine what areas of the roof are stable or how much you'd expect the roof to fall."
On that basis, we now have communication about the stake. If on the other hand, the player has no relevant knowledge, you say something like, "Well, it's hard to say what would happen if you shot the roof. The arrow might bounce or it could bring the whole roof down. You have no way of knowing."
Either way, you direct the PC's to the rules governing the hardness and hit points of stone, where he'd note (at least in my game) that thick stone has a maximum hardness of 20, and takes half damage from physical attacks not explicitly designed to harm stone. His 15 hit point arrow is therefore, at least in this world we are playing in, highly likely to snap and do no damage to a ceiling that is hundreds of feet thick and survived earthquakes for centuries. You do this because the character has lived in the world and knows how it behaves. He knows stone is quite durable, and arrows generally ineffective in damaging it - or if your rules say otherwise - stone has 8 hardness and 5 hit points per cubic foot, for example - he knows that too.
All the DMs in your example are playing "gotcha!" with the PC's, because the PCs have no way of knowing the stakes and are given no path toward establishing the stakes. Before I'd attempt to bring down the ceiling with an arrow, we'd need to establish if my character has any reason to believe that any particular thing would result. Many DMs don't want to say, in large part because they fear their game would be meaningless if they actually empowered PC's with knowledge that they otherwise keep behind the screen. Their whole game is 'figure out what I'm thinking'. Balesir rightly warns against that, but he can't imagine how you get away from it despite protesting that you need to follow 'rules'.
Most DMs can think of at least a couple of solutions to problems off the top of their head. Those ones are always easy because the DM already thought of them and "pre-approved" them. Then there are the ones that he didn't think of. Some of those are going to be labelled "awesome", some "interesting" and some "stupid" almost entirely based on the DMs world view. If you come up with one of the awesome things, you will succeed with flying colours. The DM will assign an easy DC to roll or skip rolling all together and will come up with rules mechanics on the spot that make the action have a huge effect. If you do something he labels "interesting", you're likely to have to succeed at moderate DCs and the effect will likely be the same as if you had taken the safe route by choosing one of the "pre-approved" options. If you do something "stupid", you should except to fail, possibly spectacularly.
The problem isn't that you can't design a rules set that covers every situation, because you can and its trivially easy. The central and important problem is that you can't design a rules set that covers every situation in the way you'd like it to be covered. But even so, your responcibility is still to communicate with the players.